Post by Zef Naaiers on Apr 13, 2020 1:42:05 GMT
Limit Breaks and Abilities
Each limit and ability is handled on a case by case basis. This guide will better define limits and abilities and their capabilities. Unless otherwise stated the contents of this thread are guidelines rather than rules to help give you a feel for where the baseline is.
Limit Break- Each character can earn limit breaks that grant them a special move they can use without expending ATB. Usually only one limit break per thread can be used. A character starts with one limit break and can earn 6 more. You can also trade one limit break for a passive ability, or upgrade a limit into a mastered limit break.
You get more limit breaks from meeting different requirements throughout play. You must unlock the limit breaks in order, but you can progress towards them.
Slot 1- Free
Slot 2- 1 Loss.
Slot 3- 5 Victories.
Slot 4- 3 Months of activity*. 200 gil purchase.
Slot 5- 5 losses.
Slot 6- 10 Victories.
Slot 7- 12 months of activity*, 1,000 gil purchase.
*A qualifying month has at least 2 in character posts.
A loss happens when an opposing player controlled character or staff NPC completes an objective or causes you to fail your objective in a dangerous scenario. The number of losses is totaled from character creation. Victory is determined when your character completes an objective against opposed characters or staff run NPCs in a dangerous scenario. You can only claim a loss or victory for a character twice against the same player's characters. The staff will evaluate threads to safeguard against cheesing.
Ability- Abilities are purchased with an archetype point. They come in two varieties, and can be distinguished by if they have an ATB cost or not.
Mastered Limit Break- A mastered limit break is a limit break that can be used additional times in a thread. Even after a limit break is used in a thread, a mastered limit break can still be used like an active ability.
This next section will define loose guidelines of what is acceptable for a limit break. These guidelines can be strayed from somewhat depending on the effect being applied for as well as drawbacks, but it shouldn't be too far off.
Standard Limit Break/Ability- A standard limit break or ability typically just does damage. It might add things like ranged, a detrimental effect, status effects, elemental damage, extra targets, etc. Generally speaking the more effects you tack on the less extra damage it will do. As a reminder however, we do not have an HP system. In dispute handlings, the staff considers overall damage output to help determine outcomes.
Effect Limit Breaks/Ability- Outside of dealing damage these limit breaks or abilities usually do some sort of beneficial or detrimental effects. Usually these are limited to 3 turns. A lot of these might emulate existing level 1-2 spells or do something similar. Usually 2-3 targets or a small radius is the cap for these. Boosting an archetype point by +1 is allowed if desired, but not reducing them against an opponent. Limits that cause mass turn loss, reduce an opponents ATB, or prevent the use of limit breaks and abilities aren't allowed.
Self Only/Single Target Effect- Much like limits and abilities above but they apply to the self or a single target. They can be a bit stronger overall. Things like reducing spell ATB cost by 1 or gaining immunity to an element, taking control of an opponents reinforcement, or immunity to a status effect might fall in this lane. 3 turn limit is still the standard.
Hard Rules: Limits and Abilities Cannot...
• Add additional reinforcements. All reinforcements must be purchased with an archetype point.
• Reduce the ATB cost of using Abilities. Spells are allowed.
• Control another player character in any way. Reinforcements are allowed.
• Auto-Hit. See below about dodging limits, it is strongly advised against but we won't commit to auto-hits on this forum in general.
Dodging and Resisting Limit Breaks
You need a really good justification for it to hold up in battle court if your opponent disputes it. Like a physical attack limit from a low fight character who is blinded level of justification. If you do dodge a limit the opponent’s limit break is not expended. Limit breaks don’t bypass immunities to status effects or elemental resistance.
Dodging and Resisting Abilities (including Mastered Limit Breaks when used as Abilities)
Follows standard guidelines.
Apply for a Limit Break or Ability in this thread using the most appropriate template below.
First Limit Break
Limit Break
Mastered Limit Breaks
All other Limit Breaks, including passive abilities gained through a limit break slot.
Transformation
Ability
This form is for those with the "Ability" special feature.
Each limit and ability is handled on a case by case basis. This guide will better define limits and abilities and their capabilities. Unless otherwise stated the contents of this thread are guidelines rather than rules to help give you a feel for where the baseline is.
Limit Break- Each character can earn limit breaks that grant them a special move they can use without expending ATB. Usually only one limit break per thread can be used. A character starts with one limit break and can earn 6 more. You can also trade one limit break for a passive ability, or upgrade a limit into a mastered limit break.
You get more limit breaks from meeting different requirements throughout play. You must unlock the limit breaks in order, but you can progress towards them.
Slot 1- Free
Slot 2- 1 Loss.
Slot 3- 5 Victories.
Slot 4- 3 Months of activity*. 200 gil purchase.
Slot 5- 5 losses.
Slot 6- 10 Victories.
Slot 7- 12 months of activity*, 1,000 gil purchase.
*A qualifying month has at least 2 in character posts.
A loss happens when an opposing player controlled character or staff NPC completes an objective or causes you to fail your objective in a dangerous scenario. The number of losses is totaled from character creation. Victory is determined when your character completes an objective against opposed characters or staff run NPCs in a dangerous scenario. You can only claim a loss or victory for a character twice against the same player's characters. The staff will evaluate threads to safeguard against cheesing.
Ability- Abilities are purchased with an archetype point. They come in two varieties, and can be distinguished by if they have an ATB cost or not.
Active- An active ability is a special move that can be used by expending 2 ATB. They follow the same general builds of limit breaks. Just like with magic when they are used you do not gain ATB that round.
Passive- Passive abilities include things like flight and telepathy. Anything that your character can use constantly. It can also include things like expertise at something, which can be weighed in as a tie breaker in disputes. For example if two people with 3 fight were trying to edge each other out in a speed contest, someone with a speed passive would be quicker. However a 3 fight would still outpace a 2 fight with this ability. Expertise passives are best taken if getting to the next archetype level isn't possible with your build.
Mastered Limit Break- A mastered limit break is a limit break that can be used additional times in a thread. Even after a limit break is used in a thread, a mastered limit break can still be used like an active ability.
This next section will define loose guidelines of what is acceptable for a limit break. These guidelines can be strayed from somewhat depending on the effect being applied for as well as drawbacks, but it shouldn't be too far off.
Standard Limit Break/Ability- A standard limit break or ability typically just does damage. It might add things like ranged, a detrimental effect, status effects, elemental damage, extra targets, etc. Generally speaking the more effects you tack on the less extra damage it will do. As a reminder however, we do not have an HP system. In dispute handlings, the staff considers overall damage output to help determine outcomes.
Effect Limit Breaks/Ability- Outside of dealing damage these limit breaks or abilities usually do some sort of beneficial or detrimental effects. Usually these are limited to 3 turns. A lot of these might emulate existing level 1-2 spells or do something similar. Usually 2-3 targets or a small radius is the cap for these. Boosting an archetype point by +1 is allowed if desired, but not reducing them against an opponent. Limits that cause mass turn loss, reduce an opponents ATB, or prevent the use of limit breaks and abilities aren't allowed.
Self Only/Single Target Effect- Much like limits and abilities above but they apply to the self or a single target. They can be a bit stronger overall. Things like reducing spell ATB cost by 1 or gaining immunity to an element, taking control of an opponents reinforcement, or immunity to a status effect might fall in this lane. 3 turn limit is still the standard.
Hard Rules: Limits and Abilities Cannot...
• Add additional reinforcements. All reinforcements must be purchased with an archetype point.
• Reduce the ATB cost of using Abilities. Spells are allowed.
• Control another player character in any way. Reinforcements are allowed.
• Auto-Hit. See below about dodging limits, it is strongly advised against but we won't commit to auto-hits on this forum in general.
Dodging and Resisting Limit Breaks
You need a really good justification for it to hold up in battle court if your opponent disputes it. Like a physical attack limit from a low fight character who is blinded level of justification. If you do dodge a limit the opponent’s limit break is not expended. Limit breaks don’t bypass immunities to status effects or elemental resistance.
Dodging and Resisting Abilities (including Mastered Limit Breaks when used as Abilities)
Follows standard guidelines.
Apply for a Limit Break or Ability in this thread using the most appropriate template below.
First Limit Break
Limit Break
Name: What is the limit called?
Slot Level: 1
Description: Describe what your limit break does.
[b]Limit Break[/b][blockquote][b]Name:[/b]
[b]Slot Level:[/b] 1
[b]Description:[/b] [/blockquote]
Mastered Limit Breaks
Name: Name of the limit break being upgraded.
Slot Level: Put the original slot level of the limit and the slot level you are using for the mastery. (Ie 1, 3)
Unlock Receipts: (only link enough to show you have what is required)
Loss(es)- Links
Wins- Links
Description: Paste the same description of the original limit break.
[b]Mastered Limit Breaks[/b]
[blockquote][b]Name:[/b] Name of the limit break being upgraded.
[b]Slot Level:[/b] Put the original slot level of the limit and the slot level you are using for the mastery. (Ie 1, 3)
[b]Unlock Receipts:[/b] (only link enough to show you have what is required)
Loss(es)- Links
Wins- Links
[b]Description:[/b] Paste the same description of the original limit break. [/blockquote]
All other Limit Breaks, including passive abilities gained through a limit break slot.
Name: If it is a passive ability please put (passive) behind the name.
Slot Level:
Unlock Receipts: (only link enough to show you have what is required)
Loss(es)- Links
Wins- Links
Description:
[b]All other Limit Breaks, including passive abilities gained through a limit break slot.[/b]
[blockquote][b]Name:[/b] If it is a passive ability please put (passive) behind the name.
[b]Slot Level:[/b]
[b]Unlock Receipts:[/b] (only link enough to show you have what is required)
Loss(es)- Links
Wins- Links
[b]Description:[/b] [/blockquote]
Transformation
Name: What is the transformation called?
Element: (Ice, Fire, Lightning, or Water).
Slot Level: 1, 2-3, 4-5, 6-7 (After your first transformation you must meet the limit requirements of two slots each to get new ones.)
Description: A brief description or picture of what the transformation looks like.
Ability: By default transformations gain +2 to their fight skill, you can instead choose to replace it with an ability. Remove this field if you want to keep the +2 fight.
Transformation can be taken by those who took the special feature for it only.
[b]Transformation[/b][blockquote][b]Name:[/b] What is the transformation called?
[b]Element:[/b] (Ice, Fire, Lightning, or Water).
[b]Slot Level:[/b] 1, 2-3, 4-5, 6-7 (After your first transformation you must meet the limit requirements of two slots each to get new ones.)
[b]Description:[/b] A brief description or picture of what the transformation looks like.
[b]Ability:[/b] By default transformations gain +2 to their fight skill, you can instead choose to replace it with an ability. Remove this field if you want to keep the +2 fight.
Transformation can be taken by those who took the special feature for it only.[/blockquote]
Ability
Name: What is the ability called?
Description: Describe what your ability does.
[b]Ability[/b][blockquote][b]Name:[/b] What is the ability called?
[b]Description:[/b] Describe what your ability does. [/blockquote]
This form is for those with the "Ability" special feature.